Tuesday, January 15, 2013

Virtual Texture Demo 04

So as promised here is a video showing off the new uv's and seamless Bilinear filtering. As a bonus I took the page cache size from 4K*4K to 8K*8K and tweaked the mip bias's.
Oh yeah the FPS can now easy hit over 200 and there is still tons of optimizing that can be done. This thing is crazy fast at run-time. :)

Friday, January 11, 2013

Not all GPU's are made equal

My mate Drew sent me a version of the model I've been using with much nicer UV's. So all the pixels are aligned and have a consistent uv density. Which is awesome, But it means I needed to compute all new lighting textures and I didn't want to wait two days like last time. So I installed windows on my Linux box and got it rendering. And I also got my laptop rendering too. But you can see from this data it wasn't really worth it.

ComputerGPUGflopsLight 268435456 pixels
Build(Linux Box)6600 GT47~386 hours
LaptopGT 620M269 ~64 hours
MainPCGTX 460907~22 hours

Any way here is what it looks like.

Hard to see from this image but trust me it looks a lot nicer. Once I fix up the bilinear filtering I'll post another video and you can see for your self.

But I really want to try a 32k * 32K texture next. Which would take about 8 days! So looks like I have some optimizing to do. Unless anyone has a render farm they are not using?

Wednesday, January 2, 2013

Virtual Texture Demo 03

Now you can see the new lighting in action. Plus now if I don't have a page loaded that we need. I just use a page that is further down the mip chain. Its much nicer then showing an invalid texture or having textures flicker until they are loaded in.